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Macross Eternal Love Song


Roycommi

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Roycommi- I'm not sure if this is a Mac-specific problem, but while trying Sample #5, after moving around a bit, it starts to fall apart. The map starts showing up outside of the border and sections of tile simply disappear.

Nah, it looks like that on mine too.

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Heya,

Roycommi-

I was thinking, instead of sending you the map tiles, you could let me know how they are supposed to be placed on the map itself. That way I can drop them into place and clean up the seams, and then number the in some type of grid fashion (using X and Y coordinates).

That way, we'll have a nice happy map that'll look marvelous.

Let me know what you think.

Well the way that I make the map is with an array. As a matter of fact here is the level one array:

myMap1 = [

[ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ],

[ 1, 2, 34, 29, 3, 2, 18, 19, 42, 42, 33, 11, 24, 25, 35, 42, 2, 29, 3, 2, 1 ],

[ 1, 42, 2, 3, 29, 2, 43, 6, 29, 42, 2, 10, 25, 7, 2, 29, 2, 8, 9, 8, 1 ],

[ 1, 33, 29, 2, 42, 2, 18, 5, 6, 42, 42, 33, 33, 42, 3, 42, 8, 21, 21, 22, 1 ],

[ 1, 12, 33, 3, 2, 26, 39, 18, 5, 6, 2, 2, 2, 8, 9, 8, 22, 44, 22, 42, 1 ],

[ 1, 25, 35, 33, 33, 38, 27, 2, 18, 19, 29, 2, 20, 22, 44, 22, 16, 17, 42, 2, 1 ],

[ 1, 12, 11, 12, 33, 33, 3, 42, 3, 42, 2, 11, 12, 2, 42, 2, 31, 30, 2, 2, 1 ],

[ 1, 23, 24, 23, 12, 35, 35, 16, 17, 2, 2, 10, 25, 40, 39, 42, 2, 2, 42, 33, 1 ],

[ 1, 24, 25, 10, 25, 29, 7, 31, 30, 29, 2, 2, 38, 36, 28, 2, 42, 33, 11, 12, 1 ],

[ 1, 25, 33, 2, 2, 2, 42, 33, 29, 2, 7, 2, 42, 45, 2, 33, 2, 11, 24, 25, 1 ],

[ 1, 2, 43, 5, 6, 42, 2, 42, 33, 29, 11, 12, 2, 3, 42, 3, 33, 10, 23, 12, 1 ],

[ 1, 43, 14, 4, 32, 6, 2, 3, 2, 33, 10, 23, 12, 35, 33, 33, 33, 7, 10, 23, 1 ],

[ 1, 5, 27, 28, 15, 5, 43, 6, 2, 7, 33, 10, 25, 33, 33, 35, 35, 33, 11, 24, 1 ],

[ 1, 14, 27, 37, 36, 41, 32, 19, 2, 33, 35, 11, 12, 11, 12, 33, 35, 33, 10, 25, 1 ],

[ 1, 13, 36, 28, 13, 4, 19, 3, 33, 35, 7, 10, 23, 24, 23, 12, 7, 35, 33, 35, 1 ],

[ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ];

];

I then have a movie clip that has 46 different tiles that correspond to the numbers above in the array. The program fills the screen by going to the number in the array and then going to the frame in the movie clip. as I add difficulty to the terrain, I am going to make the array multi-dimensional. Making the map as one big static image is really not the best way to go about making the playing field. Also, I am using a program that makes painting the tiles out and generating an array very easy (see my diary). I would prefer that we continut to use tiles :)

The art you have made is really very good. I will intigrate what I can into what I am working on now. I am trying to figure out how to let a mouse move the PLayer inseat of arrow keyes.

roycommi

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Roycommi-

We will still be using the tiles, so the map won't be one complete static image.

My intention is to find out which tiles go where in each map. Knowing that, I can adjust each tile so that it will blend seemlessly into the tiles next to it.

So they will all still be individual. But won't look individual on the map as a whole.

Given, this will mean that the tiles will now be numbered according to which Map they belong to, and their coordinates as well (Example map1-x3,y23.bmp, map12-x34,y23.bmp) . Also, the same tile basic tile on one map will be slightly different on another map due to it's blending with the surrounding tiles. This will require specialised versions of each tile based on it's position on the map.

But it will work.

And it will look gooooood!!!

I will do an example based on the information you've given me and post it when it's ready.

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OK, now that I'm home and looking at what I have, I'm not sure I understand the array for Map 1 as you've listed above.

In the set of map tiles you gave me there are no tiles in the single digits except for 001, which is the boarder tile. The nearest tiles after that start with 010.

Are there some missing in the set you sent me?

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OK, now that I'm home and looking at what I have, I'm not sure I understand the array for Map 1 as you've listed above.

In the set of map tiles you gave me there are no tiles in the single digits except for 001, which is the boarder tile. The nearest tiles after that start with 010.

Are there some missing in the set you sent me?

Hi,

No I am sorry I was confusing. The array goes from 1 to 45, corrsponding to the number of different tiles there are in this level. for instance 1 is the boarder tiles, if you look at the array you can see it covers the entire outside of the map. The tile map generator I used allows you to paste all of the tiles onto one pallete, and basically paint the map you wish to have, then it will generate an array for you.

The map tiles that I grabbed and sent to you are grabs from the screen caps of the level I took. They are sorted by terrain type, and difficulty modifier. Basically two seperate numbering schemes.

When I get back to my work computer I will post the pallette I used and then you can see where all the numbers in the array are from.

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OK, now that I'm home and looking at what I have, I'm not sure I understand the array for Map 1 as you've listed above.

In the set of map tiles you gave me there are no tiles in the single digits except for 001, which is the boarder tile. The nearest tiles after that start with 010.

Are there some missing in the set you sent me?

Hi,

No I am sorry I was confusing. The array goes from 1 to 45, corrsponding to the number of different tiles there are in this level. for instance 1 is the boarder tiles, if you look at the array you can see it covers the entire outside of the map. The tile map generator I used allows you to paste all of the tiles onto one pallete, and basically paint the map you wish to have, then it will generate an array for you.

The map tiles that I grabbed and sent to you are grabs from the screen caps of the level I took. They are sorted by terrain type, and difficulty modifier. Basically two seperate numbering schemes.

When I get back to my work computer I will post the pallette I used and then you can see where all the numbers in the array are from.

Cool.

I'll be waiting.

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Heya,

Here is the pallette that I used in the tile based bap generator. If you start with the boarder tile as being 1, then move across to the right the next one is 2 on and on to 13. The next row starts with 14 and moves across as well.

Roycommi

lvl_01_tiles.zip

Edited by Roycommi
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Roycommi-

I DL'ed the latest .zip file when I was home for lunch and I now understand what's going on.

Here's my concern: In order to make the map blend seamlessly, we cannot use the same tiles more than once.

Example: Let's say that Tile #5 is on the board in 4 different spots. That means we'll have to have 4 different versions of tile 5, each created to blend in with the tiles surrounding it.

If this is the case, instead of having about 44 tiles for the map, we'd actually have 267 individual tiles.

(math: Map 1 is 21 tiles across x 16 tiles down=336. The Border tiles are the only ones that can be re-used since they are not made to blend into the surrounding tiles. Therefore, they only count as one. That brings our tile count down to 267, the remaining 19 x 14 = 266 individual map tiles and one border tile).

My question is- Would loading 267 individual tiles slow the game down too much?

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Roycommi-

I DL'ed the latest .zip file when I was home for lunch and I now understand what's going on.

Here's my concern: In order to make the map blend seamlessly, we cannot use the same tiles more than once.

Example: Let's say that Tile #5 is on the board in 4 different spots. That means we'll have to have 4 different versions of tile 5, each created to blend in with the tiles surrounding it.

If this is the case, instead of having about 44 tiles for the map, we'd actually have 267 individual tiles.

(math: Map 1 is 21 tiles across x 16 tiles down=336. The Border tiles are the only ones that can be re-used since they are not made to blend into the surrounding tiles. Therefore, they only count as one. That brings our tile count down to 267, the remaining 19 x 14 = 266 individual map tiles and one border tile).

My question is- Would loading 267 individual tiles slow the game down too much?

Heya,

Having all those tiles would certantly make it much harder to do the individual levels. It would also make painting furhter levels or variations on this level impossible. As for the coding of the level, I am almost positive it would signifigantly slow down the program if it has to keep track of all those discreet tiles. It is certantly do-able, but I think its not the best approach. All the tile based game development web-sites I am studying make the point that you use a small set of tiles over and over to get your intended result.

My ultimate goal is to create a game where say you could edit a simple text file and generate your won map, create a custom mission and control all aspects of the game.

What are the problems you face with the tiles? That might be a part we can skip for now and move on.

The VF-1s side view is great, could you generate a similar view for a cannon-fodder vf-1a based on std_valk.bmp? Also in the first mission there is a her NPC characte named Kai Rood. He has a red helmet like the generic one you made. Could you make a red helmet and customize it a little so I can use it for him?

Did you want to redo the cutscenes as well? I am having the first one translated and we can post it reletivly quickly unless you want to re-do the art.

Roycommi

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OK- We'll leave the tiles as is. They still look pretty dandy. I'll e-mail them off to you.

The read helmetted pilot I did is an adaptation of the Kai Rood tile you sent to me. I can add some changes to make it more individual, what would you like me to do?

I'm still working on the rest of the tiles, so I'll get those to you asap.

I'll work on the cutscenes as well, if you'd like.

Preferably I'd rather get all the maps, character and piece tiles done first, but I'm more than willing to get going on the cutscenes for you.

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Here is a new go:

Example 6

(Its almost 3 mb with music)

Its scrolling is fixed. The tiles are down now I have to add mouse movement. I also have to add in the in game pop-up dialog which I have translated as well. The frame has the updated artwork TWDC supplied.

Roycommi

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Roycommi- Working great! The problem of the tiles ending up outside of the border doesn't happen anymore, but the Regults still do it.

Also, what resolution are you running at? The artwork I've done looks very pixelated, at least on my Mac.

I've been atad busy and haven't gotten much of a chance to work on this for the past couple of days, but I plan on getting things up and running shortly.

Once again, I thank you greatly for this project and, more importantly, allowing me to be a part of it. I'm having fun doing something I enjoy (which sure beats purchasing for Accuweather!!!).

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looks very good. anyway, are u going to do a dumb computer or a dificult one? are you able to make it support online matchs? would be interesting to play against humans.

I can't directly answer for Roycommi (who is doing about 99.9% of the work for this), but I think the intention is to do a direct translation of the original game.

Afterwards, the sky is the limit.

I, personally, am having a blast working with my man Roycommi and hpe that once he has a system in place we can work on other scenarios based on the Macross universe (included the VF-9... my favorite).

But I think it'll be awhile until there is a multiplayer version.

First, and foremost, I see this as a way to bring a hard-to-find Macross game to the fans (one which I, personally, have never played) simply to encourage the fandom.

We'll have to see what happens, but I think it would be cool to eveolve into a multiplayer version.

Hell, I'm not going to go "dumb" when it comes to drawing anytime soon, so you know that Roycommi can always depend on me for that!!!

:)

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Hell, I'm not going to go "dumb" when it comes to drawing anytime soon, so you know that Roycommi can always depend on me for that!!!

well i dont know if i wrote wrong but when i said dumb i was refering to the AI of the game and asking if it will have a good level of strategy.

and i don´t know if anyone is interested, but i saw a strategy game that is hard to be defeated. its name is panzer general 2, it is very old and it is capable of supporting new units and a campaing of 50 maps, or more don´t remember. sorry if my english is to poor.

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No worries!!! I know you weren't calling me "dumb"!!!

It's OK, mate!!! :)

I was just trying to import the idea that this is, I believe, a fledgling project that will take a while until it reaches fruition.

PG2 is a good game, even though I only got to play it once at my bro-in-law's house (before he was my bro-in-law), I see what you're getting at, though.

Let's hope that Roycommi's Macross ELS project is able to become all that it can be.

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Heya,

looks very good. anyway, are u going to do a dumb computer or a dificult one? are you able to make it support online matchs? would be interesting to play against humans.

I plan on doing a moderate difficulty. The game didnt give you a choice, but it wasnt terribly difficult. If you took your standard VF-1 into a cloud of female power armor, expect to get your butt handed to you. If you let the cannon fodder VF-1a's go first, :-> , then you can take em out. I dont think head on play will be hard once I have figured out how to do the AI.

The problem of the tiles ending up outside of the border doesn't happen anymore, but the Regults still do it.

DO NOT PAY ATTENTION TO THE REGULTS, THERE ARE NO REGULTS OVER THERE, MOVE ALONE PEOPLE.... :unsure:

Also, what resolution are you running at?

The Valk is 30x46 pixels and the character is 38x46. I then double that in flash. I will retry it if it looks bad.

First, and foremost, I see this as a way to bring a hard-to-find Macross game to the fans (one which I, personally, have never played) simply to encourage the fandom.

Thats my plan as well. I have played this game and REALLY like it.

Once again, I thank you greatly for this project and, more importantly, allowing me to be a part of it. I'm having fun doing something I enjoy.

:-)

Let's hope that Roycommi's Macross ELS project is able to become all that it can be.

Here here!

Roycommi

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  • 2 weeks later...

Heya,

Here is my latest update:

Here

When you scroll over the characters, their data is transmitted to the menu bar. I havent filled in all the data obviously, but thats a simple matter.

If you press B or C while over a character the cursor will change to the move or attack cursor (You have NO idea how long it took to get that to work :blink: ).

I am gonna try and see if I cant figure out how to move the characters now.

Te white drew carey has provided a set of tiles that I will incorporate into the next ecxample. They look really nice and have blinking lights on the towers and stuff. IF anyone else would like to help out, I can always use the assistance :)

Roycommi

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Ok i dont know if you want people to report bugs yet with this being another test.

But if you click on b or c on any zentradi units the cursors change to move and attack as well.

Other then that its starting to look really really good.

Keep up the great work ill be watching. I am too busy with school atm to help out but maybe you should put up a list of things you want done and then people can decide if they can help out with certain things.

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Lookin' good, Roycommi!

How come I didn't get those character pictures yet? :(

I was thinking about our discussion regarding the helmetted characters. We can either use the face-on view like in the original, or we could use some more angled views like in the Macross: Remember Me and Skull Leader games (which I think would look better, but would also be veering away from the original ELS.

Your call, Sempai.

P.S. I'll work on those Move and Attack icons as well. They look pretty easy.

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Heya,

How come I didn't get those character pictures yet?  :(

Attatched are the pics.

I was thinking about our discussion regarding the helmetted characters. We can either use the face-on view like in the original, or we could use some more angled views like in the Macross: Remember Me and Skull Leader games (which I think would look better, but would also be veering away from the original ELS.

I would like to stick to the original as much as possible in terms of the look and whatnot. My ultimate aim is to make it so people can create their own missions and whatnot, extra art would definalty be a plus at that point. If you want I will include it in the game and create methods for using it.

Roycommi

ELS_tiles03.zip

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I did some minor alterations to the pilot's faces, including re-doing the helmets. I also made a few changes to their facial features to make Kai Rood's stand out a bit more.

p.s.- Roycommi, could you give me a few pointers on how to do that .gif with transparent background thing? I'm not doing a good job finding out for myself...

post-6-1080626118.jpg

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Hi,

Here is my latest update:

Example 10

When you scroll over the ground, the pane at the bottom tells you your defensive modifier and tells you the ground type. When you scroll over a pilot their info and Valkyrie type show up.

While over a Valkyrie, press 1, 2, or 3 and it will transform into the 3 different modes. Press b while over the Valk and then move the cursor to another square and press b again and it will move to the new location. Press c and the icopn changes to attack, but does nothing else. Regults dont do much yet.

Next up is trying to get rid of the XML and just needing the one txt file with all the variables (tougher than it sounds). I also wanna get the attack icon to do something. also gotta streamline the Zentradi and get them up to spec with the UN Spacy tiles in terms of moving and whatnot.

Roycommi, could you give me a few pointers on how to do that .gif with transparent background thing? I'm not doing a good job finding out for myself...

Hmm, I use adobe photoshop, and when you edit the gif, you can create a transparent background. then you save it like any other gif.

I would like to publicly thank The White Drew Carey for his art thus far, and Yoshi for his translations, which you see as the land type, and more in the coming weeks. Their help is invaluable in making this a game that will be fun to play :-)

Till next update,

Roycommi

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Looking great Roycommi!

Sorry I've been slacking lately. I lost my job (well, it's still there, I'm just not doing it anymore), and have been job hunting the past week. And then I got frustrated and started working on a big drawing designed for wallpaper. I'll get cracking on the rest of those drawings shortly!!!

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